Vertex Colors are not displayed in Material view #48503
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Reference: blender/blender#48503
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System Information
Intel Core i7, 8 Gb RAM, AMD Radeon HD 7700
Windows 7 x64
Blender Version
Broken: 2.77
2aa4b60
Worked: 2.77a
abf6f08
Short description of error
Recent version of Blender lost its ability to display Vertex Colors in Material Viewport Shading mode while using Blender Render.
Exact steps for others to reproduce the error
Changed status to: 'Open'
Added subscriber: @SpectreFirst
Added subscriber: @Sergey
I don't really see regression in behavior here, but it depends on active render engine, material settings and so. So please always attach .blend file which demonstrates the issue.
I've made some additional investigation and tested several different computers with several different CPU\GPU configurations and it looks like that latest build (
dc5a6a0
) is working properly. Maybe there was a problem with one particular build? I haven't provided example .blend file this time because this problem was very obvious and easy to recreate, but I guess I should have provided it anyway just to make things easier. Sorry for the inconvenience.I have experienced another strange issue with Intel HD card (in Material GLSL mode object gets completely filled with theme's Active Object color both in regular mode and with opengl32.dll placed next to Blender executable), but I'm not sure if this is a problem with GPU itself, its drivers or something else so I guess I'll wait and see if this problem will also fix itself over time.
Anyway, thank you for your time, I guess we can consider this particular case resolved.
Changed status from 'Open' to: 'Archived'
it's always a chance to have bugs sneaking into build and those bugs we might not even be aware that we've fixed already because of some other ongoing work happened just after builder got a sources.. That's why it's always important to give .blend file, even if it's obvious to reproduce -- we don't know if we're reading instruction wrong, or whether we need to use some other build to see the issue.
If your another issue happens with opengl32.dll, it is unlikely to be a driver-specific issue. It might be a side effect of ou work to get all procedural Cycles textures supported in viewport GLSL. Please report that issue separately, including:
system-info.txt
generated withHelp -> Save System Info
Please do it as a separate report, that way it'll be easier to keep track of things and reference bugs in the code.
This report i'll archive since you can't reproduce it. If you can reproduce it again -- just report back here or open another report.
At the moment I don't have time to perform full investigation on Intel HD system, but I will leave this here for now just in case. I've checked System Console window and and when I switch the default Blender scene from Solid to Material it does outputs an error which says
GPUShader: compile error:
ERROR: 3:2370: '&' syntax error parse error
I have also tried to start Blender by running it through CMD with blender.exe -d option and it gave me something like the output in attached file. Frankly speaking, I don't quite understand if that's what I was supposed to be doing, but both regular Blender and Blender from command line give the same last string with "syntax parse error". Am I doing the correct thing or was I supposed to do something else? By the way, Matcap material also looks completely white for some reason.console.txt
Changed status from 'Archived' to: 'Open'
Oh, there're seem to be some bit operations which are not covered with
ifdef
. Will fix it.Changed status from 'Open' to: 'Resolved'
Committed some fix for this, see
163e46b
. Should work fine now.Current build
0d4a7d5
gives me the same problems on Intel HD card (black unselected, orange selected objects in Material view, white objects with Matcap turned on) with the following output. Is something is still wrong or do I have to just wait for the next build?console1.txt
I've tried to run the same test with opengl32.dll and noticed that it gives me the different output: console2.txt
Seems indeed to be issues in the code. Committed some more fixes at
9725661
and poked the buildbot. Soon you'll have more builds to test :)Latest build d2bb0e6: looks definitely better on Intel HD, but now there is a problem with vertex colors similar to what I’ve mentioned at the very beginning. I’ve just tested both on Intel HD and AMD Radeon HD 7700 and both seem to have the same exact problem.
There are no errors in the console and both Material viewport shading and matcap seems to be working fine now except for one thing: when you enter Edit Mode while in Material viewport shading, Vertex Colors are all messed up. I’ve tested this with Blender Internal and Cycles and haven’t found any differences in behavior; Blender’s mode with opengl32.dll doesn’t show any differences as well. Take a look at the screenshot: notice that object becomes shadeless, gray color disappears completely and other colors are scattered and changed. Rendered mode appears to work properly.
VertexColorsBug1.blend
Build d852715:
Blender Render's material stops working (object turns completely orange) in Material viewport shading when I apply any image texture to it using UV coordinate mapping. console3.txt
Cycles seems to react to UV textures as expected, but when I enter Edit Mode to adjust UV, it outputs something strange into console.console4.txt
Tested this on NVidia GeForce GTX 960 2GB, will try the same test a bit later on other cards. Here is the console output.
Ok, did another round of fixes. Check latest https://builder.blender.org/download/ :)
Performed some tests on NVidia GeForce GTX 750, AMD Radeon HD7700 and Intel HD and it seems that most problems finally went away for now. The only thing that is left is a message which pops up when I launch Blender with -d parameter, but it doesn't seem to affect anything and it doesn't show up on regular blender's console so I guess it should be accepted.
Just in case it pops up every time I enter Edit Mode while in Material viewport shading and if object has a material with an image texture on it. This is the only thing that I have noticed so far.
ED_undo_push: Toggle Editmode
C:\b\buildbot_vc2013_amd64\win64_cmake_vc2013\blender.git\source\blender\gpu\int
ern\gpu_texture.c:652: ``Pre Texture Unbind'' -> GL Error (0x0502 - GL_INVALID_O
PERATION): Invalid Operation
ED_undo_push: Toggle Editmode
By the way, can I have a little question? It's not directly involved with that particular problem, but a very important one for me. The question is simple: is it possible to enable clip texture mapping in viewport in addition to different projection types? This function is very useful for very many things, but currently it isn't possible to observe it without rendering which can make it very difficult to align one texture over another. Recently someone posted https://developer.blender.org/D2043 which is most likely the exact thing I'm looking for (although it would be preferable to have it for BI as well), but I cannot make it work, is it already implemented or just waiting an approval?
Ok, committed even more fixes at
ac8246c
. New builds should be ready soon.As for clipping -- BI isn't really maintained atm so probably it worth if you find someone in the ML to do so, or maybe convince author to do so ;)
As for D2043 -- it's not really correct approach, see comment in there.
Didn't have much time for testing today, but here is what I was able to find in build
ac8246c
Cycles, Textured viewport shading, object has a simple material with an image texture attached:
C:\b\buildbot_vc2013_amd64\win64_cmake_vc2013\blender.git\source\blender\windowm
anager\intern\wm_event_system.c:2541: ``wm_event_do_handlers'' -> GL Error (0x05
02 - GL_INVALID_OPERATION): Invalid Operation
Thank you for your answer, it looks like the implementation of clip mapping is more complex that I have anticipated. Oh well, there is not much I can do about it so I should probably just wait some more... Actually I kind of found a very crude way to circumvent the problem by imitating clip mapping using Mapping node, but it requires me to surround every decal texture with a row of transparent pixels so it can be very problematic in certain cases but it will probably do for now, with no other options provided so far...